UBOAT
Sinking Physics Overhaul
 This topic has been pinned, so it's probably important
Bug Reporting Discussion
Please report bugs in this section.

- Please provide a screenshot of your tooltips.

- Provide a brief explanation of the problem.

Describe the problematic behavior.

Thank you.
Last edited by Wrath of the North; 5 May, 2022 @ 8:08am
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Showing 1-15 of 16 comments
kallealexander 26 Apr, 2022 @ 1:34pm 
Hey i have just testet it and went only after tankers and made the torps go under the keel, sunk 3 tankers with 2 torps each and 1 needed 4 torps so not a big problem. I played with a modded game ealyier and sunk 2 tankers with 2 torps each and one tanker that wouldent go down it was just floating decks awash and that was the same problem for me in the past

I will keep testing but for now 1 test without mods went fine

Thanks for good work and sorry for my english
Originally posted by kallealexander:
Hey i have just testet it and went only after tankers and made the torps go under the keel, sunk 3 tankers with 2 torps each and 1 needed 4 torps so not a big problem. I played with a modded game ealyier and sunk 2 tankers with 2 torps each and one tanker that wouldent go down it was just floating decks awash and that was the same problem for me in the past

I will keep testing but for now 1 test without mods went fine

Thanks for good work and sorry for my english

Thank you for the report!

If you do encounter any bugs please submit your output log - this will help us a lot!
kallealexander 26 Apr, 2022 @ 3:19pm 
When you make a shot under the keel they sometimes tend to float decks awash mostly the OI-class but they just need a little more with deckgun, when i set torp dept to 2-4 meters i get a bit better result.

tomorrow ill start test with mods
kallealexander 26 Apr, 2022 @ 4:18pm 
In entities.xlsx under equipment OIl got durability 60% and a mass of 1.
Water got a mass of 0.5 can that make it a bit harder to sink a tanker
I just played with this for a bit but I've noticed if you speed up time the ships seem to up right themselves ? Like I disabled two ships and waited for the rest of the convoy to leave so I could deck gun them and as I surfaced the ships were up right then slowly returned to their state of listing. Also C3 and liberties seem really hard to sink with this.
Originally posted by Zyhgar The Phoenix:
I just played with this for a bit but I've noticed if you speed up time the ships seem to up right themselves ? Like I disabled two ships and waited for the rest of the convoy to leave so I could deck gun them and as I surfaced the ships were up right then slowly returned to their state of listing. Also C3 and liberties seem really hard to sink with this.

Salamander has been able to replicate the ships righting themselves and moving again - looking for a fix on that.

Otherwise, please make sure to include a link to an output log - this will help immensely.
Volker Wissing 12 Aug, 2022 @ 4:47am 
Is it normal that the mod shows me data like ship name and entity name as well as ship class when i hover over a ship?
I dont want that
Originally posted by Justvibing:
Is it normal that the mod shows me data like ship name and entity name as well as ship class when i hover over a ship?
I dont want that

The beta branch contains debug information.

When Salamander is back around and we update the master branch, debug info will be removed.
sq_paradox  [developer] 15 Oct, 2022 @ 7:00pm 
After the build problem with the StoredTorpedo::Launch function changing is fixed, the mod will build but it fails to load.

Harmony errors because the Hull::AddDamage function's parameters have changed, isTorpedoImpact no longer exists.
It needs to be changed to DamageType damageType, with line 77 becoming:
if (damageType != DamageType.Torpedo)
DamageType also requires an additional assembly reference at the top:
using UBOAT.Game.Scene.Utilities;

After that the mod loads as normal. But I haven't tested beyond that.
Snork 22 Oct, 2022 @ 3:30am 
Originally posted by sq_paradox:
After the build problem with the StoredTorpedo::Launch function changing is fixed, the mod will build but it fails to load.

Harmony errors because the Hull::AddDamage function's parameters have changed, isTorpedoImpact no longer exists.
It needs to be changed to DamageType damageType, with line 77 becoming:
if (damageType != DamageType.Torpedo)
DamageType also requires an additional assembly reference at the top:
using UBOAT.Game.Scene.Utilities;

After that the mod loads as normal. But I haven't tested beyond that.

I just sent you a friend invite, if you wouldn't mind accepting when you can
KevDawg 26 Nov, 2022 @ 2:03am 
Hey I noticed that whenever i hit a ship at the back (stern?) and it starts to tip, if I speed up time it stops tipping until i stop fast forwarding. The engines remain off tho so not a bid deal at the moment.
Originally posted by KevDawg:
Hey I noticed that whenever i hit a ship at the back (stern?) and it starts to tip, if I speed up time it stops tipping until i stop fast forwarding. The engines remain off tho so not a bid deal at the moment.

That's a limitation of the overall physics calculations in Unity/UBOAT and I'm not sure that we could do much to address it - my hunch is that DWS does this for optimization purposes - certain physics processes and animations are "streamlined" under TC.
Woolly Goat 16 Feb, 2023 @ 11:27am 
Sinking goes weird when part of the ship touches the ocean floor.
Here is an example: https://imgur.com/a/Tqhxqss
Wrath of the North 16 Feb, 2023 @ 12:54pm 
Originally posted by Woolly Goat:
Sinking goes weird when part of the ship touches the ocean floor.
Here is an example: https://imgur.com/a/Tqhxqss

Unfortunately, that's a vanilla UBOAT bug.

The moment something touches the seabed it seems to stop any leveling out/progression of sinking.

We appreciate the report!
Last edited by Wrath of the North; 16 Feb, 2023 @ 12:54pm
KickyMcAssington 31 Jul, 2023 @ 2:22pm 
Not sure if i should blame Uboat or the mod but I added the mod to my in progress campaign, everything seemed alright but at some point my sub became bugged and would not adjust its ballast tanks at all. I could not surface or dive, except for a split second with maximum time compression on. The save game had the same issue on reload and game restart with or without the mod active, i had to revert to an earlier save and for now i'm not using the mod though i'd rather keep it on. Might have been a Vanilla bug however because i did find mention of the same thing from years ago on reddit.
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